Genie Sorcerer Bloodlines


Legacy of Fire


For anyone running LoF using Pathfinder rules, the elemental sorcerer bloodlines just don't quite have the flavor you need for a genie sorcerer bloodline. Referring to the SRD bloodline section for the Djinn and Efreet, and following the Beta bloodline rules, I've worked out the following genie-specific sorcerer bloodlines (spoilered due to length):

DJINN BLOODLINE

Spoiler:
Though few sages put much stock in myths that humanoids and genies share a common ancestor, there is no denying that the races are very similar in form. Characters with a djinni bloodline are often haughty but display great guile.
Class Skill: Bluff.
Bonus Spells: obscuring mist (3rd), invisibility (5th), gaseous form (7th), create food and water (9th), persistent image (11th), wind walk (13th), plane shift (15th), whirlwind (17th), wish (19th).
Bonus Feats: Combat Casting, Combet Reflexes, Dodge, Improved Initiative, Skill Focus (Knowledge [the Planes]).
Bloodline Powers:
Storm Burst (Su): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 for every two caster levels you possess. In addition, the target is buffeted by winds, causing it to take a –2 penalty on attack rolls for 1 round.
Elemental Resistance (Ex): At 3rd level, you gain resist 10 against acid. At 9th level, your energy resistance increases to 20.
Genie’s Guile (Ex): At 9th level, you gain a +2 inherent bonus to your Wisdom. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
Elemental Movement (Su): Starting at 15th level, you gain a fly speed of 60 feet per round (average maneuverability).
Whirlwind Form (Su): At 20th level, you gain the ability to transform yourself into a whirlwind once every 10 minutes as a standard action. You can remain in that form until you choose to re-assume your own. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. You control the exact height, but it must be at least 10 feet. In this form, you can move through the air or along a surface at a fly speed of 60 ft. Your movement while in whirlwind form does not provoke attacks of opportunity, even if you enter the space another creature occupies.
Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if you move into or through the creature’s space. Creatures one or more size categories smaller than the you might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. An airborn creature can attempt a Fly check each round to escape the whirlwind. The creature still takes damage but can leave if the check is successful. The save and check DCs are equal to 13 + ½ your caster level + your Strength modifier.
Creatures trapped in the whirlwind cannot move except to go where you carry them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a casting check (DC 15 + 2 x spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. You can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume. You can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on you and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a casting check (DC 15 + 2 x spell level) to cast a spell.
While in whirlwind form, you cannot make melee attacks or cast spells, and you do not threaten the area around you.

EFREET BLOODLINE

Spoiler:
Characters with the bloodline of the efreet are most likely descended from slaves of that terrible and powerful race.
Class Skill: Bluff.
Bonus Spells: enlarge person (3rd), scorching ray (5th), flame arrow (7th), wall of fire (9th), geas (11th), permanent image (13th), plane shift (15th), incendiary cloud (17th), wish (19th).
Bonus Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Skill Focus (Knowledge [the Planes]).
Bloodline Powers:
Ray of Fire (Su): Starting at 1st level, you can unleash a ray of fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage, +1 for every two caster levels you possess.
Elemental Resistance (Ex): At 3rd level, you gain resist 10 against fire. At 9th level, your energy resistance increases to 20.
Genie’s Might (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
Enlarge Self (Sp): At 15th level, you gain the ability to assume a larger form at will as a standard action. This duplicates the effects of a giant form I spell, granting a +6 enhancement bonus to Strength, a –2 penalty to Dexterity, a +4 enhancement bonus to Constitution, a +4 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. You also gain darkvision 60 feet, and your resistance to fire increases to 30. This form lasts up to 1 round per caster level you possess.
Molten Blood (Su): At 20th level you gain immunity to fire. The flames in your blood burn those who dare attack you: any creature striking you with a natural weapon, unarmed strike, or non-reach melee weapon take 1d6 points of fire damage per blow and must save vs. Reflex (DC 20) or catch on fire.

MARID BLOODLINE

Spoiler:
Of all the genies, marids most often take human lovers, whom they lure into the waters from the shore, promising riches, lavish palaces, and a life of indolence.
Class Skill: Intimidate.
Bonus Spells: create water (3rd), invisibility (5th), water breathing (7th), solid fog (9th), mirage arcana (11th), control water (13th), plane shift (15th), polar ray (17th), wish (19th).
Bonus Feats: Cleave, Combat Casting, Improved Bull Rush, Improved Initiative, Power Attack, Skill Focus (Knowledge [the Planes]).
Bloodline Powers:
Water Jet (Su): As a standard action, you can fire a jet of water targeting any foe within 30 feet as a ranged touch attack. The water jet deals 1d6 points of nonlethal damage + 1 for every two caster levels you possess. In addition, the target takes a –2 penalty on attack rolls for 1 round.
Elemental Resistance (Ex): At 3rd level, you gain resist 10 against cold. At 9th level, your energy resistance increases to 20.
Endurance of the Waves (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
Elemental Movement (Ex): At 15th level, you gain a swim speed of 60 feet per round.
Cloak of the Sea (Su): At 20th level, you foresake the land to claim an undersea realm of your own. You gain cold immunity and the ability to breathe water. You are not affected by pressure due to depths. While submerged under water, you are affected continuously by freedom of movement and blur, as the spells.

SHAITAN BLOODLINE

Spoiler:
Class Skill: Profession (mining).
Bonus Spells: magic stone (3rd), glitterdust (5th), meld into stone (7th), stoneskin (9th), wall of stone (11th), stone tell (13th), plane shift (15th), earthquake (17th), wish (19th).
Bonus Feats: Combat Casting, Improved Bull Rush, Improved Initiative, Power Attack, Skill Focus (Knowledge [the Planes]).
Bloodline Powers:
Fist of Stone (Sp): You gain a slam attack that deals 1d6 points of bludgeoning damage (1d4 if you are Small, 1d8 if you are Large), plus 1½ times your Strength bonus. At 3rd level, and for every 2 caster levels thereafter, treat your Strength as if it were 1 point higher than is actually the case for purposes of this attack only. For example, a 17th level shaitan bloodline sorcerer (BAB +8) with a 10 Str has a slam attack at Str 18 equivalent (+12 melee, 1d6+6).
Elemental Resistance (Ex): At 3rd level, you gain resist 10 against electricity. At 9th level, your energy resistance increases to 20.
Might of the Earth (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
Elemental Movement (Sp): At 15th level, you gain a burrow speed of 30 feet per round through earth, and can earth glide at a speed of 30 ft. through solid stone.
Grounded (Ex): At 20th level, your connection with the earth is such that you are permanently grounded; you become immune to electricity. You also gain tremorsense 120 ft.


Cool!

Dark Archive

While these are awesome. One problem: the feat selection for the beta bloodlines provides 8 feats to choose from for every bloodline. Also each bloodline provides one metamagic feat. These genie bloodlines provide no metamagic choices and all but the Marid bloodline provide only 5 feats (marid provides 6). Any ideas on what to add to them? What did you use as inspiration for their feat lists?

P.S. The bloodlines themselves are freaking nifty. Good job on them.


Mr. Bojangles wrote:
the feat selection for the beta bloodlines provides 8 feats to choose from for every bloodline. Also each bloodline provides one metamagic feat. These genie bloodlines provide no metamagic choices and all but the Marid bloodline provide only 5 feats (marid provides 6). Any ideas on what to add to them? What did you use as inspiration for their feat lists?

Thank you! YES, I finally get some constructive feedback!

I'd based the lists on (a) the feats those geneies themselves already possess, and (b) the bonus feats from the SRD genie bloodline sections. You're correct as to the feat analysis: each bloodline needs more choices (including 1 metamagic feat each). This is true of almost all of the other bloodlines I've posted elsewhere as well. I'm certainly open to suggestions -- after 5-6 bonus feats, I find that coming up with choices that don't seem totally random is pretty hard to do.

P.S. Anyone else spotting problems or inconsistencies, PLEASE LET ME KNOW. You will not hurt my feelings. On the contrary, I'm grateful for the feedback. Thanks!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

With the change to clerics' domain attack powers (like bolt of fire) to times per day from at will, these might have to change to times per day to balance out.

I'm very excited about these, btw. In general I think the adventure path could use a little bit more al-Qadim flavor, and these definitely help in that regard.


Qualidar wrote:
With the change to clerics' domain attack powers (like bolt of fire) to times per day from at will, these might have to change to times per day to balance out.

Indeed. These are obviously based on the Beta sorcerer, and will have to be revised when the final rules come out -- who knows what sorcerers will look like at that point? The preview gave little hint as to changes from the Beta.

Grand Lodge

Any suggestions on updating these now that the rulebook is out?


Michael Brock wrote:
Any suggestions on updating these now that the rulebook is out?

Apparently all that's changed from the Beta to the final is the addition of "Bloodline Arcana" -- stealing the elemental ones would be a quick patch to cover that.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Legacy of Fire / Genie Sorcerer Bloodlines All Messageboards

Want to post a reply? Sign in.
Recent threads in Legacy of Fire